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<blockquote data-quote="Demetrios1453" data-source="post: 6989417" data-attributes="member: 6801060"><p>Hello again! Today I'll be detailing the leaders of the cloud giants, the cloud giant counts/countesses.</p><p></p><p></p><p></p><p><u><strong>Cloud Giant Count</strong></u></p><p></p><p>Graceful castles built on wispy clouds floating lazily through the sky - this is what most people picture when they think of cloud giants. Of course, the legendary floating castles are extremely rare, and most ordinary cloud giants can only dream of living on one while grounded on their cloud-covered mountainsides. In most cases, these legendary castles are owned by the cloud giant counts and countesses, those at the pinnacle of cloud giant society. While some of the floating castles are owned by lesser cloud giants (most often powerful magic users just below the nobility in the ordning), and while some counts live among their kin on the solid ground, most often the counts and the castles are paired - encounter one, and you will encounter the other.</p><p><strong><em>Lords of the Sky</em></strong></p><p>From their lofty floating perches, cloud giant counts and countesses are masters of all they survey. Should a floating castle take up a more or less permanent position over a town or region, its owner will often become ruler of the lands below, or, at least, its guardian. In this situation, good cloud giant counts rule (or guard) with a light and benevolent hand, interfering with the lands below only when necessary, and then for the common good. The small folk below are usually happy to have such a powerful protector - cloud giant counts and their entourages are a powerful deterrent against invaders, especially dangerous flying foes such as evil dragons, while in times of need these counts are more than happy to share the bounty of their giant-sized gardens. An evil cloud giant count, on the other hand, will usually be a source of terror for those in the shadow of their castles - demands for ever-increasing taxation must be met, or the unfortunates below will be subjected to a merciless bombardment from a source they cannot hope to even reach. Given the scarcity of the cloud castles, however, and the cloud giants' normally insular nature, such situations, for good or ill, are generally quite rare. </p><p><strong><em>Keepers of Magic</em></strong></p><p>Unlike most of their kin, cloud giants regularly take up the study of wizardly magic. While in most cases, this interest does not progress far beyond the simplest levels, cloud giant counts and countesses often become skilled practitioners of the arcane, having the leisure time available to delve deeply into such studies. Cloud giant counts often use their magic to enhance their position in the ordning: divination spells to discover the location of lost (or easily obtainable) wealth and art, abjuration and evocation spells to help protect their goods, and even illusion spells to misrepresent the quality and quantity of their valuables. This familiarity with the arcane makes magical items highly sought after among the nobility - a cloud giant count's dwelling will often house a considerable amount of such items, displayed in the most ostentatious manner so as to prove the owner's wealth and place in the ordning. This has the unfortunate side effect of drawing unscrupulous adventurers to their castles like flies to honey; usually, however, the count's magic will serve them well in defense, and the late adventurers' items, if sufficiently powerful, are simply added to the count's collection.</p><p></p><p></p><p></p><p><u><strong>Cloud Giant Count</strong></u></p><p><em>Huge giant (cloud giant), neutral good (50%) or neutral evil (50%)</em></p><p></p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 275 (22d12 + 130)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 27 (+8) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 22 (+6) <strong>INT</strong> 18 (+4) <strong>WIS</strong> 16 (+3) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Saving Throws</strong> Con +10, Wis +8, Cha +8</p><p><strong>Skills</strong> Insight +8, Perception +8</p><p><strong>Senses</strong> passive Perception 18</p><p><strong>Languages</strong> Common, Giant</p><p><strong>Challenge</strong> 14 (11,500 XP)</p><p></p><p></p><p></p><p><strong><em>Keen Smell</em></strong> The Giant has advantage on Wisdom (Perception) checks that rely on smell.</p><p></p><p></p><p><strong><em>Innate Spellcasting</em></strong> The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:</p><p></p><p>At will: <em>detect magic, fog cloud, light</em></p><p>3/day each: <em>feather fall, fly, misty step, telekinesis</em> </p><p>1/day each: <em>control weather, gaseous form</em></p><p></p><p></p><p><strong><em>Spellcasting.</em></strong> The giant is a 15h-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The giant has the following wizard spells prepared:</p><p></p><p>Cantrips (at will): <em>chill touch, mage hand, mending, prestidigitation, ray of frost*</em></p><p>1st level (4 slots): <em>magic missile*, shield, thunderwave*, unseen servant</em></p><p>2nd level (3 slots): <em>gust of wind*, mirror image, web</em></p><p>3rd level (3 slots): <em>dispel magic, sleet storm, stinking cloud</em></p><p>4th level (3 slots): <em>confusion, fire shield, ice storm*</em></p><p>5th level (2 slots): <em>cloudkill, cone of cold*</em></p><p>6th level (1 slot): <em>Otiluke's freezing sphere*, wall of ice*</em></p><p>7th level (1 slot): <em>reverse gravity</em></p><p>8th level (1 slot): <em>power word stun</em></p><p>*Evocation spell</p><p></p><p></p><p><strong><em>Empowered Evocation.</em></strong> The giant adds its Intelligence modifier to the damage roll of any evocation spell it casts.</p><p></p><p></p><p><strong><em>Sculpt Spells.</em></strong> When the giant casts an evocation spell that targets other creatures it can see, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.</p><p></p><p></p><p><strong><em>Improved Fog Cloud (3/Day).</em></strong> As a bonus action, the giant can call into being an advanced <em>fog cloud</em>. This functions as the spell of the same name, except it is transparent to cloud giants, and any creature that is not a cloud giant that enters the cloud or ends its turn within the cloud takes 7 (2d6) cold damage.</p><p></p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p></p><p></p><p><em><strong>Multiattack.</strong></em> The giant makes two morningstar attacks.</p><p></p><p></p><p><em><strong>Morningstar.</strong> Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 21 (3d8 + 8) piercing damage.</p><p></p><p></p><p><em><strong>Rock</strong>. Ranged Weapon Attack:</em> +13 to hit, range 60/240 ft., one target. <em>Hit:</em> 30 (4d10 + 8) bludgeoning damage.</p><p></p><p></p><p></p><p></p><p>Originally, I had planned on going straight on to storm giants at this point, but I realized that my higher-level giants are tilted fairly heavily towards magic-using types. So, I'm adding in a few more "fighter" types to the mix. Overall, I am now planning on adding six more giant variants to my initial plans, which, with the undead giants added as well, will come out to an even twenty. So, next up will be the first of these additional giant variants - the cloud giant oathguard.</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 6989417, member: 6801060"] Hello again! Today I'll be detailing the leaders of the cloud giants, the cloud giant counts/countesses. [U][B]Cloud Giant Count[/B][/U] Graceful castles built on wispy clouds floating lazily through the sky - this is what most people picture when they think of cloud giants. Of course, the legendary floating castles are extremely rare, and most ordinary cloud giants can only dream of living on one while grounded on their cloud-covered mountainsides. In most cases, these legendary castles are owned by the cloud giant counts and countesses, those at the pinnacle of cloud giant society. While some of the floating castles are owned by lesser cloud giants (most often powerful magic users just below the nobility in the ordning), and while some counts live among their kin on the solid ground, most often the counts and the castles are paired - encounter one, and you will encounter the other. [B][I]Lords of the Sky[/I][/B] From their lofty floating perches, cloud giant counts and countesses are masters of all they survey. Should a floating castle take up a more or less permanent position over a town or region, its owner will often become ruler of the lands below, or, at least, its guardian. In this situation, good cloud giant counts rule (or guard) with a light and benevolent hand, interfering with the lands below only when necessary, and then for the common good. The small folk below are usually happy to have such a powerful protector - cloud giant counts and their entourages are a powerful deterrent against invaders, especially dangerous flying foes such as evil dragons, while in times of need these counts are more than happy to share the bounty of their giant-sized gardens. An evil cloud giant count, on the other hand, will usually be a source of terror for those in the shadow of their castles - demands for ever-increasing taxation must be met, or the unfortunates below will be subjected to a merciless bombardment from a source they cannot hope to even reach. Given the scarcity of the cloud castles, however, and the cloud giants' normally insular nature, such situations, for good or ill, are generally quite rare. [B][I]Keepers of Magic[/I][/B] Unlike most of their kin, cloud giants regularly take up the study of wizardly magic. While in most cases, this interest does not progress far beyond the simplest levels, cloud giant counts and countesses often become skilled practitioners of the arcane, having the leisure time available to delve deeply into such studies. Cloud giant counts often use their magic to enhance their position in the ordning: divination spells to discover the location of lost (or easily obtainable) wealth and art, abjuration and evocation spells to help protect their goods, and even illusion spells to misrepresent the quality and quantity of their valuables. This familiarity with the arcane makes magical items highly sought after among the nobility - a cloud giant count's dwelling will often house a considerable amount of such items, displayed in the most ostentatious manner so as to prove the owner's wealth and place in the ordning. This has the unfortunate side effect of drawing unscrupulous adventurers to their castles like flies to honey; usually, however, the count's magic will serve them well in defense, and the late adventurers' items, if sufficiently powerful, are simply added to the count's collection. [U][B]Cloud Giant Count[/B][/U] [I]Huge giant (cloud giant), neutral good (50%) or neutral evil (50%)[/I] [B]Armor Class[/B] 14 (natural armor) [B]Hit Points[/B] 275 (22d12 + 130) [B]Speed[/B] 40 ft. [B]STR[/B] 27 (+8) [B]DEX[/B] 10 (+0) [B]CON[/B] 22 (+6) [B]INT[/B] 18 (+4) [B]WIS[/B] 16 (+3) [B]CHA[/B] 16 (+3) [B]Saving Throws[/B] Con +10, Wis +8, Cha +8 [B]Skills[/B] Insight +8, Perception +8 [B]Senses[/B] passive Perception 18 [B]Languages[/B] Common, Giant [B]Challenge[/B] 14 (11,500 XP) [B][I]Keen Smell[/I][/B] The Giant has advantage on Wisdom (Perception) checks that rely on smell. [B][I]Innate Spellcasting[/I][/B] The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: [I]detect magic, fog cloud, light[/I] 3/day each: [I]feather fall, fly, misty step, telekinesis[/I] 1/day each: [I]control weather, gaseous form[/I] [B][I]Spellcasting.[/I][/B] The giant is a 15h-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The giant has the following wizard spells prepared: Cantrips (at will): [I]chill touch, mage hand, mending, prestidigitation, ray of frost*[/I] 1st level (4 slots): [I]magic missile*, shield, thunderwave*, unseen servant[/I] 2nd level (3 slots): [I]gust of wind*, mirror image, web[/I] 3rd level (3 slots): [I]dispel magic, sleet storm, stinking cloud[/I] 4th level (3 slots): [I]confusion, fire shield, ice storm*[/I] 5th level (2 slots): [I]cloudkill, cone of cold*[/I] 6th level (1 slot): [I]Otiluke's freezing sphere*, wall of ice*[/I] 7th level (1 slot): [I]reverse gravity[/I] 8th level (1 slot): [I]power word stun[/I] *Evocation spell [B][I]Empowered Evocation.[/I][/B] The giant adds its Intelligence modifier to the damage roll of any evocation spell it casts. [B][I]Sculpt Spells.[/I][/B] When the giant casts an evocation spell that targets other creatures it can see, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. [B][I]Improved Fog Cloud (3/Day).[/I][/B] As a bonus action, the giant can call into being an advanced [I]fog cloud[/I]. This functions as the spell of the same name, except it is transparent to cloud giants, and any creature that is not a cloud giant that enters the cloud or ends its turn within the cloud takes 7 (2d6) cold damage. [U][B]Actions[/B][/U] [I][B]Multiattack.[/B][/I] The giant makes two morningstar attacks. [I][B]Morningstar.[/B] Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit:[/I] 21 (3d8 + 8) piercing damage. [I][B]Rock[/B]. Ranged Weapon Attack:[/I] +13 to hit, range 60/240 ft., one target. [I]Hit:[/I] 30 (4d10 + 8) bludgeoning damage. Originally, I had planned on going straight on to storm giants at this point, but I realized that my higher-level giants are tilted fairly heavily towards magic-using types. So, I'm adding in a few more "fighter" types to the mix. Overall, I am now planning on adding six more giant variants to my initial plans, which, with the undead giants added as well, will come out to an even twenty. So, next up will be the first of these additional giant variants - the cloud giant oathguard. [/QUOTE]
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